Doctruscott Posted August 13, 2014 Report Share Posted August 13, 2014 Thank you ill try to get this working now Link to comment Share on other sites More sharing options...
f3cuk Posted August 13, 2014 Report Share Posted August 13, 2014 I've been joined on Github by nerdalertdk who is helping with some nice options in order to make the missions better protected against heavy armored vehicles. -- @SUGamingNetwork: Are you talking about the Ikea mission? I'll look into it. Link to comment Share on other sites More sharing options...
Havoc302 Posted August 13, 2014 Report Share Posted August 13, 2014 That's awesome, I was screwing around and managed to convert the whole system to taking humanity away and adding murders but I think it'll be a lot more work to separate it out so you can set certain missions to give bandit kills and humanity and others to give murders and lose humanity. Also I've added this into the bandit mission along with the armoured hummer, keeps those armoured vehicles on their tows :P [[(_position select 0) + 30, _position select 1, 0],[(_position select 0) + 50, _position select 1, 0],50,2,"HMMWV_TOW","Random"] spawn vehicle_patrol; Link to comment Share on other sites More sharing options...
Havoc302 Posted August 13, 2014 Report Share Posted August 13, 2014 At the top of each mission you have the following : _position = [getMarkerPos "center",0,2500,10,0,200,0] call BIS_fnc_findSafePos; Change to _positionarray = [[111.222, 333.444,0],[111.222, 333.444,0],[111.222, 333.444,0],[111.222, 333.444,0],[111.222, 333.444,0]]; _position = _positionarray call BIS_fnc_selectRandom; Obviously change the position where you want them :) have set missions in set locations or give them all the same array, It will choose 1 randomly. You may want to add this as an option in the ai_config file as well, I'm using it with 9 set locations and it's allowed me to pick positions that are prime for missions to spawn at, reasonably flat, some with massive hill backing them making the approach harder but most importantly you don't end up with stuff being on some stupid 30 degree angle almost and the mayors mansion sticking stupidly up in the air as often as random spawn. I've noticed the mayors mansion doesn't always get cleaned up though, is there a bug in it somewhere? Also with your static mounts, the M2 isn't the only static weapon around, there's the TOW, SPG9, Stinger, all kinds of wonderful things :P Link to comment Share on other sites More sharing options...
Havoc302 Posted August 13, 2014 Report Share Posted August 13, 2014 Thought there needed to be some more easy missions, so I just threw together a easy bandit scout mission. Haven't had a chance to test it yet, someone mind taking a quick look and making sure I didn't completely stuff the code? https://drive.google.com/folderview?id=0B00WZReZH_xMNThlc3ZEY1pIc0E&usp=sharing Link to comment Share on other sites More sharing options...
f3cuk Posted August 13, 2014 Report Share Posted August 13, 2014 Nice one Havoc! I'll look into that easy mission. When i get most of the technical stuff done that i'll try to help with creating missions. It would be great if we could get some admins to share their mission files, i'd be happy to update them to work with the changes we made. We definately need more content. About the missions spawning on weird degree angled stuff. We standardised the "location scouter", meaning we have adjusted some of the variables the script uses to find a decent location and pushed them throughout all missions. The results i'm getting are decent enough. If you still find the dynamic position finder finds to steep area's you can simply change if(use_blacklist) then { safepos = [getMarkerPos "center",5,7000,30,0,1.1,0,blackslist]; } else { safepos = [getMarkerPos "center",0,5000,30,0,1.1,0]; }; in init.sqf to suit your needs. Lower the 1.1 var until you get expected results. Link to comment Share on other sites More sharing options...
Thay-skill3d Posted August 13, 2014 Report Share Posted August 13, 2014 I know, blame it on rushed testing. Fixed in on github now. Yeah the custom_spawns are intended for just that. Enable it, fill the custom_spawns.sqf with whatever you like (examples are given) and they should spawn on server start. Thank u :) Link to comment Share on other sites More sharing options...
Gamers Crowd Posted August 14, 2014 Report Share Posted August 14, 2014 -- @SUGamingNetwork: Are you talking about the Ikea mission? I'll look into it.I forget what it's called. When you finish the mission, though, it DOES say "Survivors have secured the construction supplies", but there's no construction supplies, just a medical box Link to comment Share on other sites More sharing options...
Havoc302 Posted August 14, 2014 Report Share Posted August 14, 2014 Hmm think I may have done something wrong, my RPT is getting a lot of this. _ret;> 2:59:36 Error position: <_ret;> 2:59:36 Error Undefined variable in expression: _ret 2:59:36 File z\addons\dayz_code\compile\BIS_fnc\fn_selectRandom.sqf, line 24 2:59:36 Error in expression <[(_x select 0),(_x select 1)] } foreach _aicskill; ai_ground_units = (ai_ground> 2:59:36 Error position: <_aicskill; ai_ground_units = (ai_ground> 2:59:36 Error Undefined variable in expression: _aicskill 2:59:36 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 104 2:59:36 "WAI: Spawned a group of 6 bandits at [14518,7977,0]" 2:59:36 Error in expression <ret = _this select _ret; }; Link to comment Share on other sites More sharing options...
Havoc302 Posted August 14, 2014 Report Share Posted August 14, 2014 How possible is it to make a rolling mission too? Like where it starts off in one location, but when the first waypoint is triggered it sets another one within say a 1K radius of the first one and spawns new items and everything there, so you could almost make like a storyline mission. Link to comment Share on other sites More sharing options...
Havoc302 Posted August 14, 2014 Report Share Posted August 14, 2014 I forget what it's called. When you finish the mission, though, it DOES say "Survivors have secured the construction supplies", but there's no construction supplies, just a medical box Hey mate, open WAI\missions\ikea_convoy.sqf and confirm about line 16 reads this: [_box] call Construction_Supply_box; If it doesn't, change it to that. Whole section regarding the spawning of the box should look like this: _box = createVehicle ["BAF_VehicleBox",[(_position select 0),(_position select 1),0], [], 0, "CAN_COLLIDE"]; [_box] call Construction_Supply_box; Link to comment Share on other sites More sharing options...
f3cuk Posted August 14, 2014 Report Share Posted August 14, 2014 Update on progress Hey guys, wanted to give you a heads up for the incoming update. It will be pretty big, me and nerdalertdk have been working on some cool features and enhancements. Chances are we are going to start a fresh topic for this. I'm hopefull we can do a proper release with the first new stuff before the weekend. For anyone interested what is happening, check out the github Testbranch. cen 1 Link to comment Share on other sites More sharing options...
calamity Posted August 14, 2014 Report Share Posted August 14, 2014 will there be a default weapon crate list. when I look at my old loot box it picked randomly outa this list wai_mission_numberofguns = 8; // classnames of guns to spawn in ammo boxes (only class weapons) ammo_box_guns = [ "M9SD", "M9", "AKS_74_UN_kobra", "AK_107_pso", "AK_107_GL_pso", "AK_107_GL_kobra", "M4A3_CCO_EP1", "M4A1_AIM_SD_camo", "M16A4_ACG", "M8_carbineGL", "VSS_vintorez", "M8_sharpshooter", "M40A3", "Mk_48_DZ", "M240_DZ", "M249_DZ", "Pecheneg_DZ", "RPK_74", "BAF_LRR_scoped", "DMR", "SVD_CAMO", "SCAR_H_LNG_Sniper_SD", "M110_NVG_EP1", "Sa58V_RCO_EP1", "KSVK_DZE", "BAF_L86A2_ACOG", "M14_EP1", "Sa58V_CCO_EP1", "AK_47_M","AK_74","AKS_74_kobra","AKS_74_U","BAF_L85A2_RIS_Holo","bizon_silenced","FN_FAL_ANPVS4","FN_FAL","G36A_camo","G36C_camo","G36C","G36K_camo","M1014","M16A2","M16A2GL","M4A1_AIM_SD_camo","M4A1_Aim","M4A1_HWS_GL_camo","M4A1","M4A3_CCO_EP1","Remington870_lamp","Sa58P_EP1","Sa58V_CCO_EP1","Sa58V_EP1","Sa58V_RCO_EP1", "FHQ_ACR_BASE","FHQ_ACR_BASE_F","FHQ_ACR_BASE_L","FHQ_ACR_BLK_CCO","FHQ_ACR_BLK_CCO_F","FHQ_ACR_BLK_CCO_GL","FHQ_ACR_BLK_CCO_GL_F","FHQ_ACR_BLK_CCO_GL_SD","FHQ_ACR_BLK_CCO_GL_SD_F","FHQ_ACR_BLK_CCO_SD","FHQ_ACR_BLK_CCO_SD_F","FHQ_ACR_BLK_G33","FHQ_ACR_BLK_G33_F","FHQ_ACR_BLK_G33_GL","FHQ_ACR_BLK_G33_GL_F","FHQ_ACR_BLK_G33_GL_SD","FHQ_ACR_BLK_G33_GL_SD_F", "FHQ_ACR_BLK_G33_SD","FHQ_ACR_BLK_G33_SD_F","FHQ_ACR_BLK_HAMR","FHQ_ACR_BLK_HAMR_F","FHQ_ACR_BLK_HAMR_GL","FHQ_ACR_BLK_HAMR_GL_F","FHQ_ACR_BLK_HAMR_GL_SD","FHQ_ACR_BLK_HAMR_GL_SD_F","FHQ_ACR_BLK_HAMR_SD","FHQ_ACR_BLK_HAMR_SD_F","FHQ_ACR_BLK_HWS","FHQ_ACR_BLK_HWS_F","FHQ_ACR_BLK_HWS_GL","FHQ_ACR_BLK_HWS_GL_F","FHQ_ACR_BLK_HWS_GL_SD","FHQ_ACR_BLK_HWS_GL_SD_F", "FHQ_ACR_BLK_HWS_SD","FHQ_ACR_BLK_HWS_SD_F","FHQ_ACR_BLK_IRN","FHQ_ACR_BLK_IRN_F","FHQ_ACR_BLK_IRN_GL","FHQ_ACR_BLK_IRN_GL_F","FHQ_ACR_BLK_IRN_GL_SD","FHQ_ACR_BLK_IRN_GL_SD_F","FHQ_ACR_BLK_IRN_SD","FHQ_ACR_BLK_IRN_SD_F","FHQ_ACR_BLK_RCO","FHQ_ACR_BLK_RCO_F","FHQ_ACR_BLK_RCO_GL","FHQ_ACR_BLK_RCO_GL_F","FHQ_ACR_BLK_RCO_GL_SD","FHQ_ACR_BLK_RCO_GL_SD_F", "FHQ_ACR_BLK_RCO_SD","FHQ_ACR_BLK_RCO_SD_F","FHQ_ACR_GL_BASE","FHQ_ACR_GL_BASE_F","FHQ_ACR_GL_BASE_L","FHQ_ACR_GL_SD_BASE","FHQ_ACR_GL_SD_BASE_F","FHQ_ACR_GL_SD_BASE_L","FHQ_ACR_SD_BASE", "FHQ_ACR_SD_BASE_F","FHQ_ACR_SD_BASE_L","FHQ_ACR_SNW_CCO","FHQ_ACR_SNW_CCO_F","FHQ_ACR_SNW_CCO_GL","FHQ_ACR_SNW_CCO_GL_F","FHQ_ACR_SNW_CCO_GL_SD","FHQ_ACR_SNW_CCO_GL_SD_F","FHQ_ACR_SNW_CCO_SD","FHQ_ACR_SNW_CCO_SD_F","FHQ_ACR_SNW_G33","FHQ_ACR_SNW_G33_F","FHQ_ACR_SNW_G33_GL","FHQ_ACR_SNW_G33_GL_F","FHQ_ACR_SNW_G33_GL_SD","FHQ_ACR_SNW_G33_GL_SD_F","FHQ_ACR_SNW_G33_SD", "FHQ_ACR_SNW_G33_SD_F","FHQ_ACR_SNW_HAMR","FHQ_ACR_SNW_HAMR_F","FHQ_ACR_SNW_HAMR_GL","FHQ_ACR_SNW_HAMR_GL_F","FHQ_ACR_SNW_HAMR_GL_SD","FHQ_ACR_SNW_HAMR_GL_SD_F","FHQ_ACR_SNW_HAMR_SD","FHQ_ACR_SNW_HAMR_SD_F","FHQ_ACR_SNW_HWS","FHQ_ACR_SNW_HWS_F","FHQ_ACR_SNW_HWS_GL","FHQ_ACR_SNW_HWS_GL_F","FHQ_ACR_SNW_HWS_GL_SD","FHQ_ACR_SNW_HWS_GL_SD_F","FHQ_ACR_SNW_HWS_SD", "FHQ_ACR_SNW_HWS_SD_F","FHQ_ACR_SNW_IRN","FHQ_ACR_SNW_IRN_F","FHQ_ACR_SNW_IRN_GL","FHQ_ACR_SNW_IRN_GL_F","FHQ_ACR_SNW_IRN_GL_SD","FHQ_ACR_SNW_IRN_GL_SD_F","FHQ_ACR_SNW_IRN_SD","FHQ_ACR_SNW_IRN_SD_F","FHQ_ACR_SNW_RCO","FHQ_ACR_SNW_RCO_F","FHQ_ACR_SNW_RCO_GL","FHQ_ACR_SNW_RCO_GL_F","FHQ_ACR_SNW_RCO_GL_SD","FHQ_ACR_SNW_RCO_GL_SD_F","FHQ_ACR_SNW_RCO_SD","FHQ_ACR_SNW_RCO_SD_F", "FHQ_ACR_TAN_CCO","FHQ_ACR_TAN_CCO_F","FHQ_ACR_TAN_CCO_GL","FHQ_ACR_TAN_CCO_GL_F","FHQ_ACR_TAN_CCO_GL_SD","FHQ_ACR_TAN_CCO_GL_SD_F","FHQ_ACR_TAN_CCO_SD","FHQ_ACR_TAN_CCO_SD_F","FHQ_ACR_TAN_G33","FHQ_ACR_TAN_G33_F","FHQ_ACR_TAN_G33_GL","FHQ_ACR_TAN_G33_GL_F","FHQ_ACR_TAN_G33_GL_SD","FHQ_ACR_TAN_G33_GL_SD_F","FHQ_ACR_TAN_G33_SD","FHQ_ACR_TAN_G33_SD_F","FHQ_ACR_TAN_HAMR","FHQ_ACR_TAN_HAMR_F","FHQ_ACR_TAN_HAMR_GL","FHQ_ACR_TAN_HAMR_GL_F","FHQ_ACR_TAN_HAMR_GL_SD","FHQ_ACR_TAN_HAMR_GL_SD_F","FHQ_ACR_TAN_HAMR_SD","FHQ_ACR_TAN_HAMR_SD_F","FHQ_ACR_TAN_HWS","FHQ_ACR_TAN_HWS_F","FHQ_ACR_TAN_HWS_GL","FHQ_ACR_TAN_HWS_GL_F","FHQ_ACR_TAN_HWS_GL_SD","FHQ_ACR_TAN_HWS_GL_SD_F","FHQ_ACR_TAN_HWS_SD","FHQ_ACR_TAN_HWS_SD_F","FHQ_ACR_TAN_IRN","FHQ_ACR_TAN_IRN_F","FHQ_ACR_TAN_IRN_GL","FHQ_ACR_TAN_IRN_GL_F","FHQ_ACR_TAN_IRN_GL_SD","FHQ_ACR_TAN_IRN_GL_SD_F","FHQ_ACR_TAN_IRN_SD","FHQ_ACR_TAN_IRN_SD_F","FHQ_ACR_TAN_RCO","FHQ_ACR_TAN_RCO_F","FHQ_ACR_TAN_RCO_GL", "FHQ_ACR_TAN_RCO_GL_F","FHQ_ACR_TAN_RCO_GL_SD","FHQ_ACR_TAN_RCO_GL_SD_F","FHQ_ACR_TAN_RCO_SD","FHQ_ACR_TAN_RCO_SD_F","FHQ_ACR_WDL_CCO","FHQ_ACR_WDL_CCO_F","FHQ_ACR_WDL_CCO_GL","FHQ_ACR_WDL_CCO_GL_F","FHQ_ACR_WDL_CCO_GL_SD","FHQ_ACR_WDL_CCO_GL_SD_F","FHQ_ACR_WDL_CCO_SD","FHQ_ACR_WDL_CCO_SD_F","FHQ_ACR_WDL_G33","FHQ_ACR_WDL_G33_F","FHQ_ACR_WDL_G33_GL","FHQ_ACR_WDL_G33_GL_F","FHQ_ACR_WDL_G33_GL_SD","FHQ_ACR_WDL_G33_GL_SD_F","FHQ_ACR_WDL_G33_SD","FHQ_ACR_WDL_G33_SD_F","FHQ_ACR_WDL_HAMR","FHQ_ACR_WDL_HAMR_F","FHQ_ACR_WDL_HAMR_GL","FHQ_ACR_WDL_HAMR_GL_F","FHQ_ACR_WDL_HAMR_GL_SD","FHQ_ACR_WDL_HAMR_GL_SD_F","FHQ_ACR_WDL_HAMR_SD","FHQ_ACR_WDL_HAMR_SD_F","FHQ_ACR_WDL_HWS","FHQ_ACR_WDL_HWS_F","FHQ_ACR_WDL_HWS_GL","FHQ_ACR_WDL_HWS_GL_F","FHQ_ACR_WDL_HWS_GL_SD","FHQ_ACR_WDL_HWS_GL_SD_F","FHQ_ACR_WDL_HWS_SD","FHQ_ACR_WDL_HWS_SD_F","FHQ_ACR_WDL_IRN","FHQ_ACR_WDL_IRN_F","FHQ_ACR_WDL_IRN_GL","FHQ_ACR_WDL_IRN_GL_F","FHQ_ACR_WDL_IRN_GL_SD","FHQ_ACR_WDL_IRN_GL_SD_F","FHQ_ACR_WDL_IRN_SD","FHQ_ACR_WDL_IRN_SD_F","FHQ_ACR_WDL_RCO","FHQ_ACR_WDL_RCO_F","FHQ_ACR_WDL_RCO_GL","FHQ_ACR_WDL_RCO_GL_F","FHQ_ACR_WDL_RCO_GL_SD","FHQ_ACR_WDL_RCO_GL_SD_F","FHQ_ACR_WDL_RCO_SD","FHQ_ACR_WDL_RCO_SD_F","FHQ_MSR_BASE","FHQ_MSR_DESERT","FHQ_MSR_NV_DESERT","FHQ_MSR_NV_SD_DESERT","FHQ_MSR_SD_BASE","FHQ_MSR_SD_DESERT","FHQ_RSASS_BASE","FHQ_RSASS_SD_BASE","FHQ_RSASS_SD_TAN","FHQ_RSASS_TAN","FHQ_XM2010_BASE","FHQ_XM2010_DESERT","FHQ_XM2010_NV_DESERT","FHQ_XM2010_NV_SD_DESERT","FHQ_XM2010_SD_BASE","FHQ_XM2010_SD_DESERT","FHQ_XM2010_WDL_CAMO","gms_k98","gms_k98zf39","gms_k98_knife","gms_k98_rg","RH_acr","RH_acracog","RH_acraim","RH_acrb","RH_acrbacog","RH_acrbaim","RH_acrbeotech","RH_acrbgl","RH_acrbglacog","RH_acrbglaim","RH_acrbgleotech","RH_acreotech","RH_acrgl","RH_acrglacog","RH_acrglaim","RH_acrgleotech","RH_anac","RH_anacg","RH_browninghp","RH_bull","RH_ctar21","RH_ctar21glacog","RH_ctar21m","RH_ctar21mgl","RH_hk416","RH_hk416acog","RH_hk416aim","RH_hk416eotech","RH_hk416gl","RH_hk416glacog","RH_hk416glaim","RH_hk416gleotech","RH_hk416s","RH_hk416sacog","RH_hk416saim","RH_hk416sd","RH_hk416sdaim","RH_hk416sdeotech","RH_hk416sdgl","RH_hk416sdglaim","RH_hk416sdgleotech","RH_hk416seotech","RH_hk416sgl","RH_hk416sglacog","RH_hk416sglaim","RH_hk416sgleotech","RH_hk417","RH_hk417acog","RH_hk417aim","RH_hk417eotech","RH_hk417s","RH_hk417sacog","RH_hk417saim","RH_hk417sd","RH_hk417sdacog","RH_hk417sdaim","RH_hk417sdeotech","RH_hk417sdsp","RH_hk417seotech", "RH_hk417sgl","RH_hk417sglacog","RH_hk417sglaim","RH_hk417sgleotech","RH_hk417sp","RH_m14","RH_m14acog","RH_m14aim","RH_m14eot","RH_m1s","RH_m1sacog","RH_m1saim","RH_m1seot","RH_m1sshd","RH_m1ssp","RH_m1st","RH_m1stacog","RH_m1staim","RH_m1steot","RH_m1stshd","RH_m1stsp","RH_m21","RH_mas","RH_masacog","RH_masaim","RH_masb","RH_masbacog","RH_masbaim", "RH_masbeotech","RH_masbsd","RH_masbsdacog","RH_masbsdaim","RH_masbsdeotech","RH_maseotech","RH_massd","RH_massdacog","RH_massdaim","RH_massdeotech","RH_mk2","RH_mk22","RH_mk22sd","RH_mk22v","RH_mk22vsd","RH_muzi","RH_p226","RH_p226s","RH_p38","RH_ppk","RH_python","RH_sc2","RH_sc2acog","RH_sc2aim","RH_sc2eot","RH_sc2shd","RH_sc2sp","RH_star21","RH_tec9", "RH_tt33","RH_vz61","skavil_M60","skavil_M60e3","vilas_rpg22","vilas_rpg26","vil_9a91","vil_9a91_c","vil_9a91_csd","vil_Abakan","vil_Abakan_gp","vil_Abakan_P29","vil_AEK1","vil_AEK2","vil_AeK_23","vil_AeK_3","vil_AeK_3_K","vil_AEK_GL","vil_AG3","vil_AG36","vil_AG36A2","vil_AG36KA4","vil_AG36KV","vil_AG3EOT","vil_ak12","vil_ak12_ap","vil_ak12_gp","vil_AK47_BASE", "vil_AKM","vil_AKMS","vil_AKMSB","vil_AKMS_GP25","vil_AKM_BASE","vil_AKM_GL","vil_AKS_47","vil_AKS_74","vil_AKS_74p","vil_AKS_74p_45","vil_AKS_74p_gp","vil_AKS_74_gp","vil_AKs_74_u","vil_AKs_74_u45","Vil_AKS_74_UB","Vil_AKS_74_UN_kobra","vil_AKS_BASE","vil_AK_101","vil_AK_103","vil_AK_105","Vil_AK_105_c","vil_AK_107","Vil_AK_107_c","vil_AK_47","vil_AK_47_49", "vil_AK_47_m1","vil_AK_74","vil_AK_74m","vil_AK_74m_c","vil_AK_74m_EOT","vil_AK_74m_EOT_Alfa","vil_AK_74m_EOT_FSB","vil_AK_74m_EOT_FSB_45","vil_AK_74m_EOT_FSB_60","vil_AK_74m_gp","vil_AK_74m_gp_29","vil_AK_74m_k","vil_AK_74M_N","vil_AK_74m_p29","vil_AK_74M_PSO","vil_AK_74P","vil_AK_74_gp","vil_AK_74_N","vil_AK_nato_m1","vil_AK_nato_m80","vil_AMD", "vil_AMD63","vil_APS","vil_apssd","vil_ASH82","vil_B_HP","vil_CG84T","vil_DRM_BASE","vil_Fal","vil_Fal_Para","vil_FnMag","vil_G36a2","vil_G36CC","vil_G36E","vil_G36KA4","vil_G36KES","vil_G36KSK","vil_G36KSKdes","vil_G36KSKdesES","vil_G36KSKES","vil_G36KV3","vil_G36KV3Des","vil_G36KVA4","vil_G36KVZ","vil_G36VA4","vil_G36VA4Eot","vil_G3a2","vil_G3a3", "vil_G3a4","vil_G3a4b","vil_G3an","vil_G3anb","vil_G3SG1","vil_G3sg1b","vil_G3TGS","vil_G3TGSb","vil_G3ZF","vil_G3zfb","vil_Galil","vil_Galil_arm","vil_Groza_GL","vil_Groza_HG","vil_Groza_SC","vil_Groza_SD","vil_HK33","vil_HK416_Aim","VIL_HK416_EDR","vil_HK416_EOT","vil_HK416_GL","vil_HK416_IS","vil_HK417s","vil_Insas","vil_Insas_lmg","vil_M110", "vil_M110sd","vil_M14","vil_M14G","vil_M16A1","vil_M21","vil_M21G","vil_M240_B","vil_M249_Para","vil_M24b","VIL_M4","vil_m40a3","VIL_M4_aim","vil_M4_EOT","vil_M64","vil_M70","vil_M70B","vil_M76","vil_M91","vil_Mg3","vil_MG4","vil_MG4E","vil_Minimi","vil_MP5SD_EOTech","vil_MP5_EOTech","vil_MPi","vil_NATO_AK","vil_Panzerfaust3","vil_PK","vil_PKM", "vil_PKM_N","vil_PKP","vil_PKP_EOT","vil_PMI","vil_PMI74S","vil_PMIS","vil_PSL1","Vil_PYA","vil_Rak74sgl","vil_RPD","Vil_RPG16","Vil_RPG29","Vil_RPG7d_PGO","Vil_RPG7V_PGO","vil_RPK","vil_RPK74","vil_RPK74M","vil_RPK74M_N","vil_RPK74M_P29","vil_RPK75","vil_RPK75_M72","vil_RPK75_Romania","Vil_RPO_A","vil_sg540","vil_sg542","vil_sg542f","vil_SKS","vil_SR25", "vil_SR25SD","vil_SVDK","vil_SVD_63","vil_SVD_BASE","vil_SVD_M","vil_SVD_N","vil_SVD_P21","vil_SVD_S","vil_SVU","vil_SVU_A","vil_SV_98","vil_SV_98_69","vil_SV_98_SD","vil_Tt33","vil_type88_1","vil_VAL","vil_VAL_C","vil_VAL_N","vil_Vikhr","vil_vsk94","vil_VSS_N","vil_VSS_PSO","vil_zastava_m84" ]; Now they look like this ??? // RIFLES _box addWeaponCargoGlobal ["G36C", 1]; _box addWeaponCargoGlobal ["M4A1_AIM", 1]; _box addWeaponCargoGlobal ["AK_47_M", 1]; _box addWeaponCargoGlobal ["RPK_74", 1]; _box addWeaponCargoGlobal ["M4A1_AIM_SD_camo", 1]; If I add add all the weapons will it spawn all of them or is there a random list somewhere for each box to pull loot from ?? Link to comment Share on other sites More sharing options...
f3cuk Posted August 14, 2014 Report Share Posted August 14, 2014 will there be a default weapon crate list. when I look at my old loot box it picked randomly outa this list wai_mission_numberofguns = 8; // classnames of guns to spawn in ammo boxes (only class weapons) ammo_box_guns = [ "M9SD", "M9", "AKS_74_UN_kobra", "AK_107_pso", "AK_107_GL_pso", "AK_107_GL_kobra", "M4A3_CCO_EP1", "M4A1_AIM_SD_camo", "M16A4_ACG", "M8_carbineGL", "VSS_vintorez", "M8_sharpshooter", "M40A3", "Mk_48_DZ", "M240_DZ", "M249_DZ", "Pecheneg_DZ", "RPK_74", "BAF_LRR_scoped", "DMR", "SVD_CAMO", "SCAR_H_LNG_Sniper_SD", "M110_NVG_EP1", "Sa58V_RCO_EP1", "KSVK_DZE", "BAF_L86A2_ACOG", "M14_EP1", "Sa58V_CCO_EP1", "AK_47_M","AK_74","AKS_74_kobra","AKS_74_U","BAF_L85A2_RIS_Holo","bizon_silenced","FN_FAL_ANPVS4","FN_FAL","G36A_camo","G36C_camo","G36C","G36K_camo","M1014","M16A2","M16A2GL","M4A1_AIM_SD_camo","M4A1_Aim","M4A1_HWS_GL_camo","M4A1","M4A3_CCO_EP1","Remington870_lamp","Sa58P_EP1","Sa58V_CCO_EP1","Sa58V_EP1","Sa58V_RCO_EP1", "FHQ_ACR_BASE","FHQ_ACR_BASE_F","FHQ_ACR_BASE_L","FHQ_ACR_BLK_CCO","FHQ_ACR_BLK_CCO_F","FHQ_ACR_BLK_CCO_GL","FHQ_ACR_BLK_CCO_GL_F","FHQ_ACR_BLK_CCO_GL_SD","FHQ_ACR_BLK_CCO_GL_SD_F","FHQ_ACR_BLK_CCO_SD","FHQ_ACR_BLK_CCO_SD_F","FHQ_ACR_BLK_G33","FHQ_ACR_BLK_G33_F","FHQ_ACR_BLK_G33_GL","FHQ_ACR_BLK_G33_GL_F","FHQ_ACR_BLK_G33_GL_SD","FHQ_ACR_BLK_G33_GL_SD_F", "FHQ_ACR_BLK_G33_SD","FHQ_ACR_BLK_G33_SD_F","FHQ_ACR_BLK_HAMR","FHQ_ACR_BLK_HAMR_F","FHQ_ACR_BLK_HAMR_GL","FHQ_ACR_BLK_HAMR_GL_F","FHQ_ACR_BLK_HAMR_GL_SD","FHQ_ACR_BLK_HAMR_GL_SD_F","FHQ_ACR_BLK_HAMR_SD","FHQ_ACR_BLK_HAMR_SD_F","FHQ_ACR_BLK_HWS","FHQ_ACR_BLK_HWS_F","FHQ_ACR_BLK_HWS_GL","FHQ_ACR_BLK_HWS_GL_F","FHQ_ACR_BLK_HWS_GL_SD","FHQ_ACR_BLK_HWS_GL_SD_F", "FHQ_ACR_BLK_HWS_SD","FHQ_ACR_BLK_HWS_SD_F","FHQ_ACR_BLK_IRN","FHQ_ACR_BLK_IRN_F","FHQ_ACR_BLK_IRN_GL","FHQ_ACR_BLK_IRN_GL_F","FHQ_ACR_BLK_IRN_GL_SD","FHQ_ACR_BLK_IRN_GL_SD_F","FHQ_ACR_BLK_IRN_SD","FHQ_ACR_BLK_IRN_SD_F","FHQ_ACR_BLK_RCO","FHQ_ACR_BLK_RCO_F","FHQ_ACR_BLK_RCO_GL","FHQ_ACR_BLK_RCO_GL_F","FHQ_ACR_BLK_RCO_GL_SD","FHQ_ACR_BLK_RCO_GL_SD_F", "FHQ_ACR_BLK_RCO_SD","FHQ_ACR_BLK_RCO_SD_F","FHQ_ACR_GL_BASE","FHQ_ACR_GL_BASE_F","FHQ_ACR_GL_BASE_L","FHQ_ACR_GL_SD_BASE","FHQ_ACR_GL_SD_BASE_F","FHQ_ACR_GL_SD_BASE_L","FHQ_ACR_SD_BASE", "FHQ_ACR_SD_BASE_F","FHQ_ACR_SD_BASE_L","FHQ_ACR_SNW_CCO","FHQ_ACR_SNW_CCO_F","FHQ_ACR_SNW_CCO_GL","FHQ_ACR_SNW_CCO_GL_F","FHQ_ACR_SNW_CCO_GL_SD","FHQ_ACR_SNW_CCO_GL_SD_F","FHQ_ACR_SNW_CCO_SD","FHQ_ACR_SNW_CCO_SD_F","FHQ_ACR_SNW_G33","FHQ_ACR_SNW_G33_F","FHQ_ACR_SNW_G33_GL","FHQ_ACR_SNW_G33_GL_F","FHQ_ACR_SNW_G33_GL_SD","FHQ_ACR_SNW_G33_GL_SD_F","FHQ_ACR_SNW_G33_SD", "FHQ_ACR_SNW_G33_SD_F","FHQ_ACR_SNW_HAMR","FHQ_ACR_SNW_HAMR_F","FHQ_ACR_SNW_HAMR_GL","FHQ_ACR_SNW_HAMR_GL_F","FHQ_ACR_SNW_HAMR_GL_SD","FHQ_ACR_SNW_HAMR_GL_SD_F","FHQ_ACR_SNW_HAMR_SD","FHQ_ACR_SNW_HAMR_SD_F","FHQ_ACR_SNW_HWS","FHQ_ACR_SNW_HWS_F","FHQ_ACR_SNW_HWS_GL","FHQ_ACR_SNW_HWS_GL_F","FHQ_ACR_SNW_HWS_GL_SD","FHQ_ACR_SNW_HWS_GL_SD_F","FHQ_ACR_SNW_HWS_SD", "FHQ_ACR_SNW_HWS_SD_F","FHQ_ACR_SNW_IRN","FHQ_ACR_SNW_IRN_F","FHQ_ACR_SNW_IRN_GL","FHQ_ACR_SNW_IRN_GL_F","FHQ_ACR_SNW_IRN_GL_SD","FHQ_ACR_SNW_IRN_GL_SD_F","FHQ_ACR_SNW_IRN_SD","FHQ_ACR_SNW_IRN_SD_F","FHQ_ACR_SNW_RCO","FHQ_ACR_SNW_RCO_F","FHQ_ACR_SNW_RCO_GL","FHQ_ACR_SNW_RCO_GL_F","FHQ_ACR_SNW_RCO_GL_SD","FHQ_ACR_SNW_RCO_GL_SD_F","FHQ_ACR_SNW_RCO_SD","FHQ_ACR_SNW_RCO_SD_F", "FHQ_ACR_TAN_CCO","FHQ_ACR_TAN_CCO_F","FHQ_ACR_TAN_CCO_GL","FHQ_ACR_TAN_CCO_GL_F","FHQ_ACR_TAN_CCO_GL_SD","FHQ_ACR_TAN_CCO_GL_SD_F","FHQ_ACR_TAN_CCO_SD","FHQ_ACR_TAN_CCO_SD_F","FHQ_ACR_TAN_G33","FHQ_ACR_TAN_G33_F","FHQ_ACR_TAN_G33_GL","FHQ_ACR_TAN_G33_GL_F","FHQ_ACR_TAN_G33_GL_SD","FHQ_ACR_TAN_G33_GL_SD_F","FHQ_ACR_TAN_G33_SD","FHQ_ACR_TAN_G33_SD_F","FHQ_ACR_TAN_HAMR","FHQ_ACR_TAN_HAMR_F","FHQ_ACR_TAN_HAMR_GL","FHQ_ACR_TAN_HAMR_GL_F","FHQ_ACR_TAN_HAMR_GL_SD","FHQ_ACR_TAN_HAMR_GL_SD_F","FHQ_ACR_TAN_HAMR_SD","FHQ_ACR_TAN_HAMR_SD_F","FHQ_ACR_TAN_HWS","FHQ_ACR_TAN_HWS_F","FHQ_ACR_TAN_HWS_GL","FHQ_ACR_TAN_HWS_GL_F","FHQ_ACR_TAN_HWS_GL_SD","FHQ_ACR_TAN_HWS_GL_SD_F","FHQ_ACR_TAN_HWS_SD","FHQ_ACR_TAN_HWS_SD_F","FHQ_ACR_TAN_IRN","FHQ_ACR_TAN_IRN_F","FHQ_ACR_TAN_IRN_GL","FHQ_ACR_TAN_IRN_GL_F","FHQ_ACR_TAN_IRN_GL_SD","FHQ_ACR_TAN_IRN_GL_SD_F","FHQ_ACR_TAN_IRN_SD","FHQ_ACR_TAN_IRN_SD_F","FHQ_ACR_TAN_RCO","FHQ_ACR_TAN_RCO_F","FHQ_ACR_TAN_RCO_GL", "FHQ_ACR_TAN_RCO_GL_F","FHQ_ACR_TAN_RCO_GL_SD","FHQ_ACR_TAN_RCO_GL_SD_F","FHQ_ACR_TAN_RCO_SD","FHQ_ACR_TAN_RCO_SD_F","FHQ_ACR_WDL_CCO","FHQ_ACR_WDL_CCO_F","FHQ_ACR_WDL_CCO_GL","FHQ_ACR_WDL_CCO_GL_F","FHQ_ACR_WDL_CCO_GL_SD","FHQ_ACR_WDL_CCO_GL_SD_F","FHQ_ACR_WDL_CCO_SD","FHQ_ACR_WDL_CCO_SD_F","FHQ_ACR_WDL_G33","FHQ_ACR_WDL_G33_F","FHQ_ACR_WDL_G33_GL","FHQ_ACR_WDL_G33_GL_F","FHQ_ACR_WDL_G33_GL_SD","FHQ_ACR_WDL_G33_GL_SD_F","FHQ_ACR_WDL_G33_SD","FHQ_ACR_WDL_G33_SD_F","FHQ_ACR_WDL_HAMR","FHQ_ACR_WDL_HAMR_F","FHQ_ACR_WDL_HAMR_GL","FHQ_ACR_WDL_HAMR_GL_F","FHQ_ACR_WDL_HAMR_GL_SD","FHQ_ACR_WDL_HAMR_GL_SD_F","FHQ_ACR_WDL_HAMR_SD","FHQ_ACR_WDL_HAMR_SD_F","FHQ_ACR_WDL_HWS","FHQ_ACR_WDL_HWS_F","FHQ_ACR_WDL_HWS_GL","FHQ_ACR_WDL_HWS_GL_F","FHQ_ACR_WDL_HWS_GL_SD","FHQ_ACR_WDL_HWS_GL_SD_F","FHQ_ACR_WDL_HWS_SD","FHQ_ACR_WDL_HWS_SD_F","FHQ_ACR_WDL_IRN","FHQ_ACR_WDL_IRN_F","FHQ_ACR_WDL_IRN_GL","FHQ_ACR_WDL_IRN_GL_F","FHQ_ACR_WDL_IRN_GL_SD","FHQ_ACR_WDL_IRN_GL_SD_F","FHQ_ACR_WDL_IRN_SD","FHQ_ACR_WDL_IRN_SD_F","FHQ_ACR_WDL_RCO","FHQ_ACR_WDL_RCO_F","FHQ_ACR_WDL_RCO_GL","FHQ_ACR_WDL_RCO_GL_F","FHQ_ACR_WDL_RCO_GL_SD","FHQ_ACR_WDL_RCO_GL_SD_F","FHQ_ACR_WDL_RCO_SD","FHQ_ACR_WDL_RCO_SD_F","FHQ_MSR_BASE","FHQ_MSR_DESERT","FHQ_MSR_NV_DESERT","FHQ_MSR_NV_SD_DESERT","FHQ_MSR_SD_BASE","FHQ_MSR_SD_DESERT","FHQ_RSASS_BASE","FHQ_RSASS_SD_BASE","FHQ_RSASS_SD_TAN","FHQ_RSASS_TAN","FHQ_XM2010_BASE","FHQ_XM2010_DESERT","FHQ_XM2010_NV_DESERT","FHQ_XM2010_NV_SD_DESERT","FHQ_XM2010_SD_BASE","FHQ_XM2010_SD_DESERT","FHQ_XM2010_WDL_CAMO","gms_k98","gms_k98zf39","gms_k98_knife","gms_k98_rg","RH_acr","RH_acracog","RH_acraim","RH_acrb","RH_acrbacog","RH_acrbaim","RH_acrbeotech","RH_acrbgl","RH_acrbglacog","RH_acrbglaim","RH_acrbgleotech","RH_acreotech","RH_acrgl","RH_acrglacog","RH_acrglaim","RH_acrgleotech","RH_anac","RH_anacg","RH_browninghp","RH_bull","RH_ctar21","RH_ctar21glacog","RH_ctar21m","RH_ctar21mgl","RH_hk416","RH_hk416acog","RH_hk416aim","RH_hk416eotech","RH_hk416gl","RH_hk416glacog","RH_hk416glaim","RH_hk416gleotech","RH_hk416s","RH_hk416sacog","RH_hk416saim","RH_hk416sd","RH_hk416sdaim","RH_hk416sdeotech","RH_hk416sdgl","RH_hk416sdglaim","RH_hk416sdgleotech","RH_hk416seotech","RH_hk416sgl","RH_hk416sglacog","RH_hk416sglaim","RH_hk416sgleotech","RH_hk417","RH_hk417acog","RH_hk417aim","RH_hk417eotech","RH_hk417s","RH_hk417sacog","RH_hk417saim","RH_hk417sd","RH_hk417sdacog","RH_hk417sdaim","RH_hk417sdeotech","RH_hk417sdsp","RH_hk417seotech", "RH_hk417sgl","RH_hk417sglacog","RH_hk417sglaim","RH_hk417sgleotech","RH_hk417sp","RH_m14","RH_m14acog","RH_m14aim","RH_m14eot","RH_m1s","RH_m1sacog","RH_m1saim","RH_m1seot","RH_m1sshd","RH_m1ssp","RH_m1st","RH_m1stacog","RH_m1staim","RH_m1steot","RH_m1stshd","RH_m1stsp","RH_m21","RH_mas","RH_masacog","RH_masaim","RH_masb","RH_masbacog","RH_masbaim", "RH_masbeotech","RH_masbsd","RH_masbsdacog","RH_masbsdaim","RH_masbsdeotech","RH_maseotech","RH_massd","RH_massdacog","RH_massdaim","RH_massdeotech","RH_mk2","RH_mk22","RH_mk22sd","RH_mk22v","RH_mk22vsd","RH_muzi","RH_p226","RH_p226s","RH_p38","RH_ppk","RH_python","RH_sc2","RH_sc2acog","RH_sc2aim","RH_sc2eot","RH_sc2shd","RH_sc2sp","RH_star21","RH_tec9", "RH_tt33","RH_vz61","skavil_M60","skavil_M60e3","vilas_rpg22","vilas_rpg26","vil_9a91","vil_9a91_c","vil_9a91_csd","vil_Abakan","vil_Abakan_gp","vil_Abakan_P29","vil_AEK1","vil_AEK2","vil_AeK_23","vil_AeK_3","vil_AeK_3_K","vil_AEK_GL","vil_AG3","vil_AG36","vil_AG36A2","vil_AG36KA4","vil_AG36KV","vil_AG3EOT","vil_ak12","vil_ak12_ap","vil_ak12_gp","vil_AK47_BASE", "vil_AKM","vil_AKMS","vil_AKMSB","vil_AKMS_GP25","vil_AKM_BASE","vil_AKM_GL","vil_AKS_47","vil_AKS_74","vil_AKS_74p","vil_AKS_74p_45","vil_AKS_74p_gp","vil_AKS_74_gp","vil_AKs_74_u","vil_AKs_74_u45","Vil_AKS_74_UB","Vil_AKS_74_UN_kobra","vil_AKS_BASE","vil_AK_101","vil_AK_103","vil_AK_105","Vil_AK_105_c","vil_AK_107","Vil_AK_107_c","vil_AK_47","vil_AK_47_49", "vil_AK_47_m1","vil_AK_74","vil_AK_74m","vil_AK_74m_c","vil_AK_74m_EOT","vil_AK_74m_EOT_Alfa","vil_AK_74m_EOT_FSB","vil_AK_74m_EOT_FSB_45","vil_AK_74m_EOT_FSB_60","vil_AK_74m_gp","vil_AK_74m_gp_29","vil_AK_74m_k","vil_AK_74M_N","vil_AK_74m_p29","vil_AK_74M_PSO","vil_AK_74P","vil_AK_74_gp","vil_AK_74_N","vil_AK_nato_m1","vil_AK_nato_m80","vil_AMD", "vil_AMD63","vil_APS","vil_apssd","vil_ASH82","vil_B_HP","vil_CG84T","vil_DRM_BASE","vil_Fal","vil_Fal_Para","vil_FnMag","vil_G36a2","vil_G36CC","vil_G36E","vil_G36KA4","vil_G36KES","vil_G36KSK","vil_G36KSKdes","vil_G36KSKdesES","vil_G36KSKES","vil_G36KV3","vil_G36KV3Des","vil_G36KVA4","vil_G36KVZ","vil_G36VA4","vil_G36VA4Eot","vil_G3a2","vil_G3a3", "vil_G3a4","vil_G3a4b","vil_G3an","vil_G3anb","vil_G3SG1","vil_G3sg1b","vil_G3TGS","vil_G3TGSb","vil_G3ZF","vil_G3zfb","vil_Galil","vil_Galil_arm","vil_Groza_GL","vil_Groza_HG","vil_Groza_SC","vil_Groza_SD","vil_HK33","vil_HK416_Aim","VIL_HK416_EDR","vil_HK416_EOT","vil_HK416_GL","vil_HK416_IS","vil_HK417s","vil_Insas","vil_Insas_lmg","vil_M110", "vil_M110sd","vil_M14","vil_M14G","vil_M16A1","vil_M21","vil_M21G","vil_M240_B","vil_M249_Para","vil_M24b","VIL_M4","vil_m40a3","VIL_M4_aim","vil_M4_EOT","vil_M64","vil_M70","vil_M70B","vil_M76","vil_M91","vil_Mg3","vil_MG4","vil_MG4E","vil_Minimi","vil_MP5SD_EOTech","vil_MP5_EOTech","vil_MPi","vil_NATO_AK","vil_Panzerfaust3","vil_PK","vil_PKM", "vil_PKM_N","vil_PKP","vil_PKP_EOT","vil_PMI","vil_PMI74S","vil_PMIS","vil_PSL1","Vil_PYA","vil_Rak74sgl","vil_RPD","Vil_RPG16","Vil_RPG29","Vil_RPG7d_PGO","Vil_RPG7V_PGO","vil_RPK","vil_RPK74","vil_RPK74M","vil_RPK74M_N","vil_RPK74M_P29","vil_RPK75","vil_RPK75_M72","vil_RPK75_Romania","Vil_RPO_A","vil_sg540","vil_sg542","vil_sg542f","vil_SKS","vil_SR25", "vil_SR25SD","vil_SVDK","vil_SVD_63","vil_SVD_BASE","vil_SVD_M","vil_SVD_N","vil_SVD_P21","vil_SVD_S","vil_SVU","vil_SVU_A","vil_SV_98","vil_SV_98_69","vil_SV_98_SD","vil_Tt33","vil_type88_1","vil_VAL","vil_VAL_C","vil_VAL_N","vil_Vikhr","vil_vsk94","vil_VSS_N","vil_VSS_PSO","vil_zastava_m84" ]; Now they look like this ??? // RIFLES _box addWeaponCargoGlobal ["G36C", 1]; _box addWeaponCargoGlobal ["M4A1_AIM", 1]; _box addWeaponCargoGlobal ["AK_47_M", 1]; _box addWeaponCargoGlobal ["RPK_74", 1]; _box addWeaponCargoGlobal ["M4A1_AIM_SD_camo", 1]; If I add add all the weapons will it spawn all of them or is there a random list somewhere for each box to pull loot from ?? We are actually working on something that uses your loot tables instead of you having to manually add them yourself. We intend to make loot on each mission dynamic - with the possibility of setting certain rules - e.g. "put 100 random buildable items in this box" or "give me a crate with 6 different sniper rifles and some sniper items and while you are at it, throw in one sniper tool". We might add a combination of both static (user-defined) content and dynamic content. Munkeskov 1 Link to comment Share on other sites More sharing options...
Munkeskov Posted August 14, 2014 Report Share Posted August 14, 2014 We are actually working on something that uses your loot tables instead of you having to manually add them yourself. We intend to make loot on each mission dynamic - with the possibility of setting certain rules - e.g. "put 100 random buildable items in this box" or "give me a crate with 6 different sniper rifles and some sniper items and while you are at it, throw in one sniper tool". We might add a combination of both static (user-defined) content and dynamic content. Looking forward to the Update. Using the loottable is brilliant, but i have some missions with special stuff that only spawns in wai missions, so making it possible to have eg. weapons that does not spawn normalt, spawn in the missions. Love the random stuff in boxes idea. Link to comment Share on other sites More sharing options...
ReDBaroN Posted August 14, 2014 Report Share Posted August 14, 2014 We are actually working on something that uses your loot tables instead of you having to manually add them yourself. We intend to make loot on each mission dynamic - with the possibility of setting certain rules - e.g. "put 100 random buildable items in this box" or "give me a crate with 6 different sniper rifles and some sniper items and while you are at it, throw in one sniper tool". We might add a combination of both static (user-defined) content and dynamic content. Hi, I really like this idea but my only trouble with loot tables is some of us have the spawn chance set higher so there's more loot in general and then try to control the op stuff by reducing it's individual spawn chance. Just a little worried that if you have a lot of missions you may get too many m107's and maaws floating about unless there's some further control on particular items...? Link to comment Share on other sites More sharing options...
f3cuk Posted August 14, 2014 Report Share Posted August 14, 2014 Looking forward to the Update. Using the loottable is brilliant, but i have some missions with special stuff that only spawns in wai missions, so making it possible to have eg. weapons that does not spawn normalt, spawn in the missions. Love the random stuff in boxes idea. Yes it will be possible to add certain items to these. Although i can not say for certain this will be in the next release. Hi, I really like this idea but my only trouble with loot tables is some of us have the spawn chance set higher so there's more loot in general and then try to control the op stuff by reducing it's individual spawn chance. Just a little worried that if you have a lot of missions you may get too many m107's and maaws floating about unless there's some further control on particular items...? With the risk of overcomplicating stuff, we could add something like this _nerve_weapon_spawn = [["M107", 20],["AS50",0],["MAAWS",5]]; Where the first argument is the classname and the second one the chance (in %) of it actually being picked when selected by the BIS_fnc_selectRandom; function Link to comment Share on other sites More sharing options...
ReDBaroN Posted August 14, 2014 Report Share Posted August 14, 2014 Yes it will be possible to add certain items to these. Although i can not say for certain this will be in the next release. With the risk of overcomplicating stuff, we could add something like this _nerve_weapon_spawn = [["M107", 20],["AS50",0],["MAAWS",5]]; Where the first argument is the classname and the second one the chance (in %) of it actually being picked when selected by the BIS_fnc_selectRandom; function oh nice... :) and that's a further chance beyond the loot chance? This is coming along really well. Can you also add configurable to the mission being cleared for the amount of AI that has to be killed as well as the player reaching a set distance of the crates? So, 0 being the old way, just reach the distance to the crate and 70% being reach the distance of the crate and the % of AI that have to be killed to complete the mission. Thanks... :) Link to comment Share on other sites More sharing options...
UKCPirate Posted August 14, 2014 Report Share Posted August 14, 2014 Excellent job keeping this mission system updated, it has the hardest to beat ai by far. A couple of things I have noticed. In ai_spawnstatic: @ line 126 it should read } foreach ai_static_array; In ai_monitor.sqf: We have a speep 600 in the loop that clears the dead bodies. The time it takes to clean bodies will take anywhere from "ai_clean_dead" and "ai_clean_dead + 600", depending on how far into the loop it was when the ai died. Shortening the loop does indeed work but it also means the number of active ai is written to the log more often. The "ai_clear_body" doesn't work if the ai is killed by another ai, I assume its the same if they are run over? <-- This isn't a problem if we can have bodies clearing at the interval set it "ai_clean_dead" properly. I think moving the custom_spawns variable and the blacklist variable + array to the config file rather than the init file might make more sense. I'm not even sure if that would work, if not ignore my ignorance. ;) Link to comment Share on other sites More sharing options...
f3cuk Posted August 14, 2014 Report Share Posted August 14, 2014 Excellent job keeping this mission system updated, it has the hardest to beat ai by far. A couple of things I have noticed. In ai_spawnstatic: @ line 126 it should read } foreach ai_static_array; In ai_monitor.sqf: We have a speep 600 in the loop that clears the dead bodies. The time it takes to clean bodies will take anywhere from "ai_clean_dead" and "ai_clean_dead + 600", depending on how far into the loop it was when the ai died. Shortening the loop does indeed work but it also means the number of active ai is written to the log more often. The "ai_clear_body" doesn't work if the ai is killed by another ai, I assume its the same if they are run over? <-- This isn't a problem if we can have bodies clearing at the interval set it "ai_clean_dead" properly. I think moving the custom_spawns variable and the blacklist variable + array to the config file rather than the init file might make more sense. I'm not even sure if that would work, if not ignore my ignorance. ;) Hey man, thanks for that :) Will look into the described issue. We've already moved those settings from init to the config in the testbranch. Furthermore we are looking into reorganizing the folder structure. Link to comment Share on other sites More sharing options...
Havoc302 Posted August 14, 2014 Report Share Posted August 14, 2014 So have you made a list yet to outline all the desired features you're going to try to add to the new system? I'd be happy to start the list off if you like from what I've seen posted in this thread so far. Link to comment Share on other sites More sharing options...
f3cuk Posted August 14, 2014 Report Share Posted August 14, 2014 oh nice... :) and that's a further chance beyond the loot chance? This is coming along really well. Can you also add configurable to the mission being cleared for the amount of AI that has to be killed as well as the player reaching a set distance of the crates? So, 0 being the old way, just reach the distance to the crate and 70% being reach the distance of the crate and the % of AI that have to be killed to complete the mission. Thanks... :) Kind of like a mission_type? Default is "capture the crates", but we could make one that is simply "kill the ai", should'nt be too hard. So have you made a list yet to outline all the desired features you're going to try to add to the new system? I'd be happy to start the list off if you like from what I've seen posted in this thread so far. In general i've got a pretty good idea where i want to take this, but go ahead and name whatever you'd like seen add. Link to comment Share on other sites More sharing options...
itsatrap Posted August 14, 2014 Report Share Posted August 14, 2014 All ready have the code so the box only spawns if 75% of the ai is killed Link to comment Share on other sites More sharing options...
ReDBaroN Posted August 14, 2014 Report Share Posted August 14, 2014 Kind of like a mission_type? Default is "capture the crates", but we could make one that is simply "kill the ai", should'nt be too hard. In general i've got a pretty good idea where i want to take this, but go ahead and name whatever you'd like seen add. Hi, no what I meant was a general variable for all missions so at the mission cfg level like with other mission systems. This way to complete the mission the players not only have to capture the crate/vehicle/whatever but, also have to kill a set % of the AI too. This can be switched off by setting to "0". For instance on my EMS missions I have this set to 75%. So 75% of the AI have to be cleared as well. What this does on a medium-high pop server is that it keeps players attracted to the same mission for longer so more players congregate for more PvP action. Also, I have the waypoint radius set quite large on mine and on WMS have heli para's that spawn in etc. So they can sometimes be dropped a little way (3-600m) off the mission depending on where I set the radius to trigger and then where they see the player they want to drop on. Link to comment Share on other sites More sharing options...
ReDBaroN Posted August 14, 2014 Report Share Posted August 14, 2014 All ready have the code so the box only spawns if 75% of the ai is killed Where is that? Link to comment Share on other sites More sharing options...
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now